What If Zac Was Health-Based?

Grenn Atme·2/27/2017, 4:52:07 AM·2 votes·798 views

Mainly making this post to see what other people think, and because I was really bored in a long car ride with nothing but a pen, some paper, and a lot of numerical knowledge about Zac. Plus something which has bothered me since I started playing him, is that his size changes based on his Health, but he gains virtually nothing from changing in size. Please feel free to give your opinions or thoughts on what Zac would be like if he had Health(size)-based ratios in his Abilities. I did have other ideas for changes, many other ideas, but I felt these were the best.

Passive (Cell Division) I believe his passive is fine as it is, but if I had to make a suggestion, the only change I would really vouch for is the removal of the “contestable” bloblet generation when near enemy champions, and just keep it random; or maybe have his bloblets slow enemy champions by some miniscule amount when they destroy them, such as a 0.2 second slow by 20-25% (y'know, because they are sticky goo blobs). Though I would like to mention that if his Abilities' Ranges were based off of his current Health(size) it may be neccessary to increase the healing form his blobs to 5% of his maximum health.

Q (Stretching Strike) - Current: Cost: 4% current Health Range: 550 Cooldown: 9, 8.5, 8, 7.5, 7 Zac punches in target direction dealing 70/110/150/190/230 (+50% AP) magic damage to all enemies hit and slowing them by 20/25/30/35/40% for 2 seconds. - Suggestion: Cost: 4% current Health Range: 450 (+4% current Health) Cooldown: 9, 8.5, 8, 7.5, 7 Zac punches in target direction dealing 70/95/120/145/170 (+4% current Health) (+30% AP) magic damage to all enemies hit and slowing them by 20/25/30/35/40% for 2 seconds.

W (Unstable Matter) - Current:

  • Cost: 4% current Health Range: 350 Cooldown: 5 Zac's body explodes outwards dealing 40/55/70/85/100 (+4/5/6/7/8% (+2% AP) of target's maximum Health) as magic damage and becomes ghosted against monsters hit. Cooldown is reduced by 1 second when Zac picks up a blob. - Suggestion: Cost: 4% current Health Range: 250 (+4% current Health) Cooldown: 5 Zac's body explodes outwards dealing 40/55/70/85/100 (+1% (+0.4% current Health)) of the target's maximum Health as magic damage and becomes ghosted against monsters hit. Cooldown is reduced by 1 second when Zac picks up a blob.

E (Elastic Slingshot) - Current: Cost: 4% current Health Range: 1200/1350/1500/1650/1800 Area Of Impact: 300 Cooldown: 24/21/18/15/12 Zac jumps to target location dealing 80/130/180/230/280 (+70% AP) magic damage to all enemies hit and knocking them up for 1 second. - Suggestion: Cost: 4% current Health Range: 1200/1350/1500/1650/1800 Area Of Impact: 200 (+4% current Health) Cooldown: 24/21/18/15/12 Zac jumps to target location dealing 80/120/160/200/240 (+4% current Health) (+50% AP) magic damage to all enemies hit and knocking them up for 1 second.

R (Let's Bounce!) - Current: Cost: None Range: 400 Area Of Impact: 300 Cooldown: 130/155/100 Zac bounces 4 times gaining 20-50% bonus movement speed but becomes unable to use basic attacks, elastic slingshot, or stretching strike for the duration. The first bounce that hits deals 140/210/280 (+40% AP) magic damage to each enemy hit and knocks them back for 1 seconed then slows them by 20% for one second, each subsequent hit deals half damage and applies no CC. - Suggestion: Cost: None Range: 400 Area Of Impact: 200 (+4% current Health) Cooldown 130/115/100 Zac bounces 4 times gaining 20-50% bonus movement speed but becomes unable to use basic attacks, elastic slingshot, or stretching strike for the duration. The first bounce that hits deals 140/190/240 (+4% current Health) (+30% AP) magic damage to each enemy hit and knocks them back for 1 seconed then slows them by 20% for one second, each subsequent hit deals half damage and applies no CC.

I'd love to hear some thoughts if you guys have them, but this post is mostly just for the "what if" scenario more than anything.

15 Comments

LostFr0st2/27/2017, 4:54:49 AM1 votes

Zac doesn't need such changes. They would just make his damage unreliable and unpredictable.

Terozu2/27/2017, 5:22:35 AM1 votes

His hitboxes get bigger too, so he can get in the way of skill shots and such, and act as a wall, that's why.

Dehitay2/27/2017, 5:31:04 AM1 votes

Zac easily gets to well over 3000 health even not building tanky. 4% of 3000 would be 120. 120 extra range on his skills would be pretty much undodgeable.

Timethief492/27/2017, 11:24:14 AM1 votes

Hes in a good Spot. Making the Range healthbased would be more annoying than good. You would be less reliable when Poked down and you would have to permanently hover over how far you can go with the abilitys to Not actually fail everything due to beeing Low.

Dolasaur2/27/2017, 7:40:42 PM1 votes

Passive (Cell Division) I believe his passive is fine as it is, but if I had to make a suggestion, the only change I would really vouch for is the removal of the “contestable” bloblet generation when near enemy champions, and just keep it random; or maybe have his bloblets slow enemy champions by some miniscule amount when they destroy them, such as a 0.2 second slow by 20-25% (y'know, because they are sticky goo blobs).

Do you know why they added the contested part in? It's because top lane Zac was an absolute monster. He doesn't use mana, his Q is a reasonable ranged harass spell that he can also use to last hit, and you already can't tower dive him unless you're really strong because of his respawn passive. Making his bloblets contestable limits his harass potential by giving it a cost and noticeably reducing his sustain, and it is an important part of taking power out of top lane Zac without harming jungle Zac.

For the all up range-scaling-with-current-health, I think it would be pretty unsatisfying for the Zac player. The enemy would get a great feeling of accomplishment. But as a tank, most of the time you're encouraged to keep disrupting and peeling until the very end (or even past that point with Zac's passive). Reducing his spells' AoE distance (particularly on E and R) would add an incentive to run away from fights early (so that you have the possibility of landing another initiation while you still have enough health to actually land things).

I also think it's a poor match for Zac's current power profile. The reason you pick [jungle] Zac is for his long range early game ganks. If you cut his level 3 E impact radius by 25-30%, that's going to hurt him a lot. The additional late game initiation power it gives him might be an acceptable tradeoff. And there's nothing inherently wrong with changing his power profile. It's just that you didn't mention it as a goal, and I think it's a pretty significant impact.